Henri Verbeet : d3d10core: Add a separate function for d3d10_pixel_shader initialization.

Alexandre Julliard julliard at winehq.org
Thu Sep 24 10:54:25 CDT 2009


Module: wine
Branch: master
Commit: dde50a4748c7c896b85fdaa8bb40b899d9ac18df
URL:    http://source.winehq.org/git/wine.git/?a=commit;h=dde50a4748c7c896b85fdaa8bb40b899d9ac18df

Author: Henri Verbeet <hverbeet at codeweavers.com>
Date:   Wed Sep 23 18:42:10 2009 +0200

d3d10core: Add a separate function for d3d10_pixel_shader initialization.

---

 dlls/d3d10core/d3d10core_private.h |    6 +++---
 dlls/d3d10core/device.c            |   21 +++------------------
 dlls/d3d10core/shader.c            |   34 ++++++++++++++++++++++++++++++++--
 3 files changed, 38 insertions(+), 23 deletions(-)

diff --git a/dlls/d3d10core/d3d10core_private.h b/dlls/d3d10core/d3d10core_private.h
index 320ca69..a698bf0 100644
--- a/dlls/d3d10core/d3d10core_private.h
+++ b/dlls/d3d10core/d3d10core_private.h
@@ -153,7 +153,6 @@ struct d3d10_geometry_shader
 };
 
 /* ID3D10PixelShader */
-extern const struct ID3D10PixelShaderVtbl d3d10_pixel_shader_vtbl DECLSPEC_HIDDEN;
 struct d3d10_pixel_shader
 {
     const struct ID3D10PixelShaderVtbl *vtbl;
@@ -163,8 +162,9 @@ struct d3d10_pixel_shader
     struct wined3d_shader_signature output_signature;
 };
 
-HRESULT shader_extract_from_dxbc(const void *dxbc, SIZE_T dxbc_length,
-        struct d3d10_shader_info *shader_info) DECLSPEC_HIDDEN;
+HRESULT d3d10_pixel_shader_init(struct d3d10_pixel_shader *shader, struct d3d10_device *device,
+        const void *byte_code, SIZE_T byte_code_length) DECLSPEC_HIDDEN;
+
 HRESULT shader_parse_signature(const char *data, DWORD data_size, struct wined3d_shader_signature *s) DECLSPEC_HIDDEN;
 void shader_free_signature(struct wined3d_shader_signature *s) DECLSPEC_HIDDEN;
 
diff --git a/dlls/d3d10core/device.c b/dlls/d3d10core/device.c
index 4b64a2c..b646d99 100644
--- a/dlls/d3d10core/device.c
+++ b/dlls/d3d10core/device.c
@@ -1001,7 +1001,6 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreatePixelShader(ID3D10Device *if
 {
     struct d3d10_device *This = (struct d3d10_device *)iface;
     struct d3d10_pixel_shader *object;
-    struct d3d10_shader_info shader_info;
     HRESULT hr;
 
     TRACE("iface %p, byte_code %p, byte_code_length %lu, shader %p\n",
@@ -1014,29 +1013,15 @@ static HRESULT STDMETHODCALLTYPE d3d10_device_CreatePixelShader(ID3D10Device *if
         return E_OUTOFMEMORY;
     }
 
-    object->vtbl = &d3d10_pixel_shader_vtbl;
-    object->refcount = 1;
-
-    shader_info.output_signature = &object->output_signature;
-    hr = shader_extract_from_dxbc(byte_code, byte_code_length, &shader_info);
-    if (FAILED(hr))
-    {
-        ERR("Failed to extract shader, hr %#x\n", hr);
-        HeapFree(GetProcessHeap(), 0, object);
-        return hr;
-    }
-
-    hr = IWineD3DDevice_CreatePixelShader(This->wined3d_device,
-            shader_info.shader_code, &object->output_signature,
-            &object->wined3d_shader, (IUnknown *)object);
+    hr = d3d10_pixel_shader_init(object, This, byte_code, byte_code_length);
     if (FAILED(hr))
     {
-        ERR("CreatePixelShader failed, hr %#x\n", hr);
-        shader_free_signature(&object->output_signature);
+        WARN("Failed to initialize pixel shader, hr %#x.\n", hr);
         HeapFree(GetProcessHeap(), 0, object);
         return hr;
     }
 
+    TRACE("Created pixel shader %p.\n", object);
     *shader = (ID3D10PixelShader *)object;
 
     return S_OK;
diff --git a/dlls/d3d10core/shader.c b/dlls/d3d10core/shader.c
index e96de1f..14f8919 100644
--- a/dlls/d3d10core/shader.c
+++ b/dlls/d3d10core/shader.c
@@ -48,7 +48,7 @@ static HRESULT shdr_handler(const char *data, DWORD data_size, DWORD tag, void *
     return S_OK;
 }
 
-HRESULT shader_extract_from_dxbc(const void *dxbc, SIZE_T dxbc_length, struct d3d10_shader_info *shader_info)
+static HRESULT shader_extract_from_dxbc(const void *dxbc, SIZE_T dxbc_length, struct d3d10_shader_info *shader_info)
 {
     HRESULT hr;
 
@@ -447,7 +447,7 @@ static HRESULT STDMETHODCALLTYPE d3d10_pixel_shader_SetPrivateDataInterface(ID3D
     return E_NOTIMPL;
 }
 
-const struct ID3D10PixelShaderVtbl d3d10_pixel_shader_vtbl =
+static const struct ID3D10PixelShaderVtbl d3d10_pixel_shader_vtbl =
 {
     /* IUnknown methods */
     d3d10_pixel_shader_QueryInterface,
@@ -459,3 +459,33 @@ const struct ID3D10PixelShaderVtbl d3d10_pixel_shader_vtbl =
     d3d10_pixel_shader_SetPrivateData,
     d3d10_pixel_shader_SetPrivateDataInterface,
 };
+
+HRESULT d3d10_pixel_shader_init(struct d3d10_pixel_shader *shader, struct d3d10_device *device,
+        const void *byte_code, SIZE_T byte_code_length)
+{
+    struct d3d10_shader_info shader_info;
+    HRESULT hr;
+
+    shader->vtbl = &d3d10_pixel_shader_vtbl;
+    shader->refcount = 1;
+
+    shader_info.output_signature = &shader->output_signature;
+    hr = shader_extract_from_dxbc(byte_code, byte_code_length, &shader_info);
+    if (FAILED(hr))
+    {
+        ERR("Failed to extract shader, hr %#x.\n", hr);
+        return hr;
+    }
+
+    hr = IWineD3DDevice_CreatePixelShader(device->wined3d_device,
+            shader_info.shader_code, &shader->output_signature,
+            &shader->wined3d_shader, (IUnknown *)shader);
+    if (FAILED(hr))
+    {
+        WARN("Failed to create wined3d pixel shader, hr %#x.\n", hr);
+        shader_free_signature(&shader->output_signature);
+        return hr;
+    }
+
+    return S_OK;
+}




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